USequencerToolsFunctionLibrary

This is a set of helper functions to access various parts of the Sequencer API via Python.

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Inheritance Hierarchy

References

Module

SequencerScriptingEditor

Header

/Engine/Plugins/MovieScene/SequencerScripting/Source/SequencerScriptingEditor/Public/SequencerTools.h

Include

#include "SequencerTools.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Meta=(ScriptName="SequencerTools"))
class USequencerToolsFunctionLibrary : public UBlueprintFunctionLibrary

Remarks

This is a set of helper functions to access various parts of the Sequencer API via Python. Because Sequencer itself is not suitable for exposing, most functionality gets wrapped by UObjects that have an easier API to work with. This UObject provides access to these wrapper UObjects where needed.

Functions

Name Description

Public function Static UFunction BlueprintCallable, Category

void

 

CancelMovieRender()

Attempts to cancel an in-progress Render to Movie. Does nothing if there is no render in progress.

Public function Static UFunction BlueprintCallable, Category

FMovieSceneE...

 

CreateEvent

(
    UMovieSceneSequence* InSequenc...,
    UMovieSceneEventSectionBase* I...,
    const FSequencerQuickBindingResult ...,
    const TArray< FString >& InPayload
)

Create an event from a previously created blueprint endpoint and a payload.

Public function Static UFunction BlueprintCallable, Category

FSequencerQu...

 

CreateQuickBinding

(
    UMovieSceneSequence* InSequenc...,
    UObject* InObject,
    const FString& InFunctionName,
    bool bCallInEditor
)

Create a quick binding to an actor's member method to be used in an event sequence.

Public function Static UFunction BlueprintCallable, Category

bool

 

ExportAnimSequence

(
    UWorld* World,
    ULevelSequence* Sequence,
    UAnimSequence* AnimSequence,
    UAnimSeqExportOption* ExportOp...,
    const FSequencerBindingProxy& Bind...
)

Export Passed in Binding as an Anim Seqquence.

Public function Static UFunction BlueprintCallable, Category

bool

 

ExportLevelSequenceFBX

(
    UWorld* InWorld,
    ULevelSequence* InSequence,
    const TArray< FSequencerBindingProx...,
    UFbxExportOption* OverrideOpti...,
    const FString& InFBXFileName
)

Export Passed in Bindings to FBX

Public function Static UFunction BlueprintCallable, Category

bool

 

ExportTemplateSequenceFBX

(
    UWorld* InWorld,
    UTemplateSequence* InSequence,
    const TArray< FSequencerBindingProx...,
    UFbxExportOption* OverrideOpti...,
    const FString& InFBXFileName
)

Public function Static UFunction BlueprintCallable, Category

TArray< FSeq...

 

GetBoundObjects

(
    UWorld* InWorld,
    ULevelSequence* InSequence,
    const TArray< FSequencerBindingProx...,
    const FSequencerScriptingRange& In...
)

Retrieve all objects currently bound to the specified binding identifiers.

Public function Static UFunction BlueprintCallable, Category

TArray< FSeq...

 

GetObjectBindings

(
    UWorld* InWorld,
    ULevelSequence* InSequence,
    const TArray< UObject* >& InO...,
    const FSequencerScriptingRange& In...
)

Get the object bindings for the requested object.

Public function Static UFunction BlueprintCallable, Category

bool

 

ImportFBXToControlRig

(
    UWorld* World,
    ULevelSequence* InSequence,
    const FString& ActorWithControlRig...,
    const TArray< FString >& SelectedC...,
    UMovieSceneUserImportFBXControlRigS...,
    const FString& ImportFilename
)

Import FBX onto a control rig with the specified track name

Public function Static UFunction BlueprintCallable, Category

bool

 

ImportLevelSequenceFBX

(
    UWorld* InWorld,
    ULevelSequence* InSequence,
    const TArray< FSequencerBindingProx...,
    UMovieSceneUserImportFBXSettings&#...,
    const FString& InImportFilename
)

Import FBX onto Passed in Bindings

Public function Static UFunction BlueprintCallable, Category

bool

 

ImportTemplateSequenceFBX

(
    UWorld* InWorld,
    UTemplateSequence* InSequence,
    const TArray< FSequencerBindingProx...,
    UMovieSceneUserImportFBXSettings&#...,
    const FString& InImportFilename
)

Public function Static UFunction BlueprintCallable, Category

bool

 

IsEventEndpointValid

(
    const FSequencerQuickBindingResult ...
)

Check if an endpoint is valid and can be used to create movie scene event.

Public function Static UFunction BlueprintCallable, Category

bool

 

IsRenderingMovie()

Returns if Render to Movie is currently in progress.

Public function Static UFunction BlueprintCallable, Category

bool

 

RenderMovie

(
    UMovieSceneCapture* InCaptureS...,
    FOnRenderMovieStopped OnFinishedCal...
)

Attempts to render a sequence to movie based on the specified settings.

Deprecated Functions

Name Description

Public function Static

bool

 

ExportFBX

(
    UWorld* InWorld,
    ULevelSequence* InSequence,
    const TArray< FSequencerBindingProx...,
    UFbxExportOption* OverrideOpti...,
    const FString& InFBXFileName
)

Please use ExportLevelSequenceFBX instead

Public function Static

bool

 

ImportFBX

(
    UWorld* InWorld,
    ULevelSequence* InSequence,
    const TArray< FSequencerBindingProx...,
    UMovieSceneUserImportFBXSettings&#...,
    const FString& InImportFilename
)

Please use ImportLevelSequenceFBX instead

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